Fantasy Rune Stone | Blender 2.81 (Part 2 – Baking/Texture/Godot)

Fantasy Rune Stone | Blender 2.81 (Part 2 – Baking/Texture/Godot)


Hello everyone, it’s Jen from Olde Tinkerer Studio In this tutorial we will be making a low-poly fantasy rune
stone This will be a two-part video series In the first part of the series we modeled and sculpted the
rune stone In this second part of the series we will be baking the UV
maps from the high-poly model to the low-poly model and
applying textures We will also be importing an instance of the model into the
Godot Game Engine Please note that this tutorial is using Blender 2.81 Open the model you made from part one of this tutorial
series If you still have the mask active on the model use ALT M to
clear the mask Under the UV workspace, unwrap the high-poly model (Smart UV
Project) Export the UV Tab into Object Mode and duplicate the high-poly model Rename the duplicate “Retopology” Hide the high-poly model and select the Retopology model Under the Sculpting workspace, remesh the Retopology model
to make a less dense, low-poly model (I used 0.1 but it may be different for you) The idea is to have the lowest number of quads possible
while maintaining the overall shape of the model Under the UV workspace, unwrap the Retopology model and save
the UV Tab into Object Mode Split the left-side of the screen into two areas In the bottom area, open the Shader Editor (it used to be
called the Node Editor) With the Retopology model selected, add an Image Texture
node In the UV Editor area, make a new UV image and rename it
“UV-Normal” Open the “UV-Normal” image in the Image Texture Node Change the Color Space to “Non-Color” Unhide the high-poly model Make sure both models are overlapping each other (make sure
the Location for each is set to zero for each axis) Select the high-poly model CTRL-Select the Retopology model Under the Render Tab switch to the Render Engine to “Cycles” You can use GPU if you have it Twirl open the Baking section Set the Bake Type to “Normal” Enable “Selected to Active” Twirl open the option and set the Ray Distance to 1 Click on “Bake” If you have any colors other than blue-purple, try changing
the Ray Distance to get a better bake For this tutorial, I will keep the bake that I have (even
though it is showing some red areas) Once you’re happy with your bake, save the Normal Map Hide the high-poly model and select the retopology model Download a stone texture that you want to use (the link to
the one I am using is in the description) Under the Shading workspace, add a new material and rename
the material “Stone” Tab into Edit Mode and assign the stone material Using the Node Wrangler add-on, select CTRL T – this will
give us the node setup we need Open the color image from the downloaded texture Change the scale as needed Add a second Image Texture Node and open the baked Normal
Map Add a Normal Map Node Connect the Color output of the Image Texture Node to the
Color input of the Normal Map Node Connect the Normal output of the Normal Map Node to the
Normal input of the BSDF Principled Shader Go to the Filters drop down menu and choose Disable in
Renders Disable the rendering of the high-poly model In the UV area, open the retopology UV Add an Image Texture Node and open the retopology UV Under the Render tab, twirl open the Bake section Change the Bake Type to “Combined” Deselect “Selected to Active” Make Sure you have a good three-point lighting setup so when
you bake everything will look nice and legible Click on “Bake” Save the baked UV Save the Blender file Now we are going to be importing this model into the Godot
Game Engine With the retopology model selected, export the model as an
OBJ file (make sure you have “Selection Only” checked) Make an empty folder for a Godot project – you can just put
it on your desktop Open Godot (the link is in the description) If you’ve never used this before, you can click on “Cancel”
since there is no need to open the Asset Library Select “New Project” Name the Project and choose the empty Godot folder you just
made Select “Create and Edit” Right-Click any object in the File System panel and choose
“Show in File Manager” Drag the two exported files from the OBJ object, and the
baked retopology UV into the Godot project folder Now you should have everything listed under the File System
that you just dragged in Since this is a 3D model we want to choose “3D Scene” Drag the model into the scene Select the model Twirl open the Transform options Change all the Translation values to 0 to center the model Twirl open the Material section and choose “New Spatial
Material” Click on the New Spatial Material (sphere) Twirl open the Albedo section and drag the baked retopology
UV onto the Texture area There you have a fantasy rune stone you can use in the Godot
Game Engine I hope you found this useful Have a good day

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